Mutant_Lorenor
09-17-09, 07:12 PM
To dance amongst titans.
(Finally hit it. This is a big one. I apologize for the length)
The legacy so far...
Genome 6 (http://www.althanas.com/world/showthread.php?t=18656)
Genome 5 (http://www.althanas.com/world/showthread.php?t=16744)
Genome 4 (http://www.althanas.com/world/showthread.php?t=11560)
Genome 3 (http://www.althanas.com/world/showthread.php?t=11278)
Genome 2 (http://www.althanas.com/world/showthread.php?t=9859)
Genome 1 (http://www.althanas.com/world/showthread.php?t=8671)
Genome 0 (http://www.althanas.com/world/showthread.php?t=5378)
***
*Appearance-After a recent adventure, Lorenor is no longer the ghoul of old. Now, he has reached a certain level of maturity. Insofar as ghouls go, Lorenor has very dark gray skin. His face is a menacing image to behold as his eyes are deeply inset orbs of energy. The energy constantly flares outwards sinking his face in a darkness. This energy phenomenon is a physical manifestation of Lorenor's dark soul. To look upon Lorenor is to see darkness incarnate. Lorenor's face no longer bares the scars of yore. Instead, he has a series of slits on his face that function similarly to gills. Also, his maxilla extends to strange lengths and angles as he consumes fallen victims. Lorenor dresses in native Salvarn attire, usually very modern in appearance, and chic. He almost always wears a thick hide cloak that is a common accessory for the Salvarns. He'll wear this cloak even during 100-degree weather. No longer, is his clothing emblazoned with the markings of the Red Hand. Instead, they bear the Salvarn national markings, and also, they bare the markings of the Corone Armed Forces.
*Psychological Profile-Now having secured his own fate, and perhaps the fate of all of Althanas, Lorenor has become the prophesied villain in many legendary manuscripts. Fiercely devoted to the Thayne known as the N'Jal Protocol, Lorenor is privy to something called The Word. With The Word of N'Jal at his disposal, Lorenor now has the tools to smite his enemies with all the fury of the dark lady. All around Lorenor, a cult devoted to the worship of N'Jal has sprung up. Cultists are currently springing up all over Althanas. They have been sighted in Raiaera, Corone, Salvar, and Dheathain and are extremely dangerous. Lorenor has some leadership capacity to organize the cultists in some degree. (Explained below)
*Information Sheet-
Name: Lord Lorenor V'halkulus
Age: (Big jump here) 100
Gender: Man
Hair: Black
Eyes: Purple glow
Race: Spider Magi
Occupation: Spider Magi/Priest of the Cult of N'Jal/Blacksmith/Industrialist/Member of the 103rd Legion
Alignment: Lawful Evil
*History-
The Story so far-
*Level 7 (New/Current)-
The Althanas Invitational (http://www.althanas.com/world/showthread.php?t=18192&page=2) has come and gone. Lorenor was sighted with his partner MetalDrago for a brief interlude in Salvar. The interaction in the tournament revealed only a taste of things that were boiling beneath the surface of matters. Calling themselves the Paladins of N'Jal, the pair boldly took up the mantle of the dark lady and laughed in the face of their oppressors. Without fear, the two warriors faced the unknown and prepared for war. Mysteriously, on the eve of ultimate triumph, Lorenor vanished and MetalDrago was forced to participate in the tournament alone.
What mysterious cause forced the mutant to completely vanish all together? What game were the Thayne playing with the future of Althanas? Who were the pawns, and who were the chess masters? Lorenor resurfaced a time later. He has not chosen to disclose his whereabouts during the tournament, but rather, has moved on with his life and prepares for future battles at the will of the dark lady.
***
The past revealed (http://www.althanas.com/world/showthread.php?t=6918). A brief glimpse into Lorenor's mysterious past was revealed quite suddenly. Foretold from the point of view of a younger Lorenor, the mutant's Haidian story was now brought to light. An epic struggle that revealed the dazzling culture of Haidia's vampire nation, Lorenor would remember a bit more bout the past. But what would be the price?
***
Traveling to the Citadel to acquire more practical combat knowledge, Lorenor met a woman Magi named Veatrix Bane. The two had an intense duel. Releasing the full force of her powers against her weaker opponent, the mutant was out-gunned and out-classed by the skilled Magi. Adapting to the role of survivor, Lorenor managed to last longer than anticipated. During the course of the match-up, Lorenor encountered a mysterious race that interacted with him in a friendly sort of fashion. Only Lorenor could see this race. In the Antifirmanent, several creatures moved to attack Veatrix Bane and Lorenor reacted, uncharacteristically and unpredictably, by saving her life. The Battle Scrolls (http://www.althanas.com/world/showthread.php?t=18907) may be read here.
***
After his first match-up against Veatrix Bane, the mutant sought to further improve his refined combat training. He enlisted the aid of the Monks once again, and they willingly obliged for a cost. Lorenor was soon sent to spar against another female opponent, a nun named Ailnea. In the setting, the mutant was introduced to a Dark Place which was darker than any of the caverns of Haidia with darker beings still. Lorenor's mind felt many presences in the living darkness of that place, but he dared not interfere with any of their plans. Ailnea bravely staved off the mutant's advances for a time, but she fell predictably. The Battle Scrolls (http://www.althanas.com/world/showthread.php?t=19066) may be read here. Soon after the battle, the two warriors became closely bonded allies.
***
After a return to the Dajas Pagoda (http://www.althanas.com/world/showthread.php?t=18903), Lorenor encountered the mysterious Pagoda warrior named Ethan. Previously captured by the Knights of Dawn, an organization that serves the Thayne as brutal Paladins, Lorenor was brutally tortured before the battle. Not given up any critical intel about the Red Hand, the mutant was tossed to fight in the Dajas Pagoda for his freedom. An intense duel broke out with both warriors fighting viciously to defeat the other, but in the end, it was Lorenor who emerged victorious over Ethan.
The battle ended with a bloody mess after a desperate Lorenor went to any lengths to defeat his opponent. Ultimately, he feasted upon the bloodied corpse of Ethan as the Knights of Dawn emerged from the dark. Preparing to claim his freedom, the ultimate reward he was given was death.
***
A tip to the fledgling town of Mosil-Z'sarug lead the Forsaken, Lorenor's brothers and sisters, from Raiaera to a nameless town in Corone. One of many. The tip stipulated that an ancient artifact held in one of the vaults in the township was critical to the workings of N'Jal. Desiring the object, the mutant put together a raiding party of skilled individuals and stalked the night towards the town. The trip was long and arduous but seemingly worth it. After preparing on a hill nearby to the town, the mutant called forth one of the Necronomicon's fell summons. The rite was taxing but worth it. The dread beast began to raze the village and alarm the guards that an attack was imminent. Under the cover of fire, the Forsaken entered the village.
With the village effectively under siege, Corone was now under attack. The mutant made his way towards the vault, but another party intervened. A strange mutant-like creature approached the scene and challenged the mutant to a death-duel. Lorenor accepted the call on the presumption of victory. Fighting viciously against the bastard creation now before him, the two fought savagely. Each one attempted to best the other, and just when victory seemed to be close at hand, the mutant was bested by the oldest trick in the book. The other mutant cheated. Burned alive, Lorenor went missing for a time and was simply one of the nameless victims of that night's horrible razing attack.
The Forsaken had made their presence presence (http://www.althanas.com/world/showthread.php?t=18775) known.
***
At the command of the N'Jal Protocol, the mutant embarked on yet another mission. Achieving a stage of religious fanaticism, Lorenor could now understand The Word of N'Jal. Obtaining the next task, Lorenor was to build a glorious weapon to honor the dark lady. In the name of N'Jal, he set out in this task to complete what needed to be done. So, Lorenor had put together a plan for the sword. It would be built in the image of N'Jal, and fueled with the powers of the Living Dark. Once he'd completed the task necessary for the completion of the blade, the mutant underwent an incredible change and realized his true role as a Demi-Thayne of Althanas. The transaction with the bazaar merchants can be found here (http://www.althanas.com/world/showthread.php?t=18897).
*Inventory-
(Links to the goods)
Blade of N'Jal-Link is here (http://www.althanas.com/world/showthread.php?t=18897).
Enchanted Sword & Masterwork Crossbow-Link is here (http://www.althanas.com/world/showthread.php?t=16745).
Flamethirst-Link is here (http://www.althanas.com/world/showthread.php?t=16741).
Alchemy Codex-Link is here (http://www.althanas.com/world/showthread.php?t=10551&page=4).
Prevalida Dagger-Link is here (http://www.althanas.com/world/showthread.php?t=16821).
Enchanted Wind Charm-Link is here (http://www.althanas.com/world/showthread.php?t=9553).
Fire Crystal-Link is here (http://www.althanas.com/world/showthread.php?t=16360).
Pair of Mythril Daggers-Link is here (http://www.althanas.com/world/showthread.php?t=5938&page=7).
The Horns of Power-Link is here (http://www.althanas.com/world/showthread.php?t=5938&page=7).
Antioch Tomes and Documents-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
Argus' Necklace-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
Argus' Ring-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
N'Jal Talisman-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
Ornate Cathedral Dagger-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
Senchen's Longsword-Link is here. (http://www.althanas.com/world/showthread.php?t=8257&page=4)
Ring of All Shadows-Link is here. (http://www.althanas.com/world/showthread.php?t=8530&page=5)
Aegis Bracer-Link is here. (http://www.althanas.com/world/showthread.php?t=6615&page=2)
Blood Stone-Link is here. (http://www.althanas.com/world/showthread.php?t=6615&page=2)
Data Cube-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Plasma Discharge Gun-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Universal Anti-Sunlight Uniform-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Mysterious Stone-Link is here. (http://www.althanas.com/world/showthread.php?t=7300&page=2)
The Necronomicon-Note: I had a little confusion about where I got the books in due to the order the quests were completed on. I am correcting that confusion. In previous level up threads, I listed book 1 twice, I believe that was the mistake I made.
Book 1-Link is here. (http://www.althanas.com/world/showthread.php?t=5938&page=7)
Book 2-Link is here. (http://www.althanas.com/world/showthread.php?t=6504&page=6)
Book 3-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
(There hopefully that clears up any confusion. I messed up the order of the first two books because the first book is actually acquired in Lorenor's past)
(Descriptions/Upgrades)
(Updates in bold)
*Alex's Wind Charm-(Original) Counts as a Wand. A charm blessed with the elemental powers of Wind. Can summon three small bursts of wind lances a day. Power is equivalent to an iron sword.
Level 7-Counts as a Wand. Can summon four medium-sized bursts of wind lances a day. Power is equivalent to a plynt sword. (Locked until level 8)
*The Horns of Power-(Original) A helmet of unknown, masterwork quality. The device was used by the goblin horde as a sign of rank and file for goblin leadership. Intricately connected to the dark powers of N’Jal the helmet was said to grant the bearer supernatural strength that grew in time. When passed to a new host, the helmet was said to synchronize with the new bearer and develop a sort of symbiosis with it. The bearer develops two times the normal strength output for an average human. This applies to force of swings and max carrying capacity. This also applies to the max lifting and press of dead weight. The bearer can press twice his max body weight. The helmet currently has three charges a day. The horns are made of plynt.
Level 6-No change.
Level 7-Now, over time, the Horns of Power have evolved as Lorenor has evolved. Lorenor is now blessed with a Strength bonus that makes him three times stronger than the average human being. This effect is stackable with Lorenor's normal Strength Ability. (See below) (Locked until Level 8)
Argus' Necklace-(Original) A necklace made out of pure gold that is enchanted with the markings of a Necromancer. Twice a day, Lorenor may use the powers of the amulet to call a Zombie familiar. The Zombie counts as a weak enemy with basic statistical data. However, since it is summoned from Lorenor himself the zombie retains some of the characteristics from the would be Necromancer. It is able to bite and pass on the zombie disease to individuals that it comes across. The individuals must be living and must be some sort of humanoid in nature. The control Lorenor has over the zombie is minute to say the least but will one day grow with time and studies. Eventually, he will be able to summon powerful zombie warriors to his aide.
Level 6-No Change.
Level 7-Four times a day, Lorenor may use the powers of the amulet to call a Zombie Familiar. The zombie counts as a strong enemy with moderate statistical data. Each summoned zombie retains some of Lorenor's powers. Can only work to call forth humanoid corpses. Currently, Lorenor has acquired Average control over the zombie minions. Each zombie called has the racial weaknesses of holy powers and any other traditional zombie style weaknesses. Zombies may bite other NPC's and infect them with zombieism. Note: Lorenor is not in control of NPC's transformed in this fashion. (Locked until Level 8)
Argus' Ring-(Original)Also enchanted with a spell. The ring allows Lorenor to fly for a brief amount of time. He can only use this ring once per thread for the time being. Flying in this fashion exerts Lorenor a lot and drains considerable energy. The more weight he has on his person, the more rapidly he is drained as well. It is a gold ring that is well encrusted in the center with a magnificent piece in the middle made of obsidian jewels. Masterwork jewelry in quality.((Not sellable))
Ring Notes: The ring must be activated and can only be (So far) activated once per thread. The ring allows Lorenor to fly at will for the rest of the thread, or as stipulated by an ROG Mod. ((To put on limits requested by Shyam))
Edits: 5 minutes at 20 mph for now, 1 minute and 5 mph shaved off for every 50 pounds of stuff he's carrying. The further he pushes himself in the beginning the more exhausted he gets. Flying takes a lot of effort and he can only fly once per thread for the time being.
Level 6-No change.
Level 7-10 minutes at 20 mph. He can use Flight twice during a thread. (Note: I just wanted to update the time he can spend in flight, I'm fine with the speed) (Locked until level 8)
N'Jal Talisman-(Original) An amulet necklace encrusted with pure gold and of Masterwork quality. It was forged with the secret arts of the Spider Magi and imbued with the powers of the Spider Magi. The necklace has the mysterious symbols of the Spider Magi written upon the amulet's pendant section meant to invoke some of the powers of the Spider Magi. With a carefully spoken incantation, (The written verse etched upon the surface of the pendant) thrice a day, Lorenor may conjure a cloud of venomous poison that can cause some sickness to an individual. The poison cloud is considered as a blight of infectious substance.
The cloud is roughly a foot across in diameter, and not very potent for the time being. For right now, the poison cloud merely causes weak reactions against an opponent such as stinging the eyes, irritating the skin, and causing stomach aches and headaches. The infections are not permanent, but take a while to dilute. It takes a full turn for Lorenor to conjure up this venomous cloud. ((Extremely valuable, not sellable))
Level 5-The cloud is now two feet in diameter. The poison cloud is now capable of causing dangerous reactions upon contact. The cloud has been upgraded to that of a neural toxin. It cannot yet kill. Lorenor has the ability to call this dangerous cloud twice a day. It simply remains in the area until it is dispelled or dilutes on its own after a few days.
Level 6-No change.
Level 7-The cloud is now three feet in diameter. The poison cloud is now capable of causing lethal reactions upon contact. It can now kill within a matter of twelve hours. Lorenor can call the cloud two times a day. It simply remains in the area until it is dispelled or dilutes on its own after a few days.
Notes: All right here we go. I made the following changes: I am keeping the lethal effect. I added a duration time (For deaths) of approximately twelve hours. Note: A victim must be -physically- exposed to the cloud and be within it to gain the negative effects of the cloud. It can be easily avoided since it stays in one area until it is dispelled.
Ring of All Shadows-(Original) The Ring of All Shadows. A ring made of pure obsidian. This ring was long ago crafted by the Wood Elves of Concordia. The ring will imbue the host with a terrible darkness. It is a living entity. Functioning just like a wand, the ring can fire off 3 small bursts of dark energies upon a single target. Eventually, these terrible bursts of energies will become stronger. They can cause minor burns upon a target. Or push a target back.
The ring also generations darkness and Lorenor may use it, optionally, to recharge his own energies if he's lost them somehow. Using the ring in that fashion nullifies his 3 blasts for the day as it takes considerable amounts of energy to recharge.
Level 5-Lorenor can now call forth five of these dark energy bolts. Their strength has increased and the blasts now have the same destructive force as Iron.
Level 6-No change.
Level 7-Lorenor can now call forth five of these dark-energy bolts. They manifest as a stream of entities running quickly through time and space to consume the living. Their destructive force is now the same as Plynt.
Notes: I use the metal-tier system as I've always assumed that the metals in Althanas are potentially more destructive than any other material. Also, the strength of behind each attack are based almost strictly on Lorenor's stats and powers. If I need to clarify that further let me know. I assumed it was obvious that these energetic attacks were based upon Lorenor's own power. But if we need to work out a strength system of sorts, I will talk to you on AIM about it.
Aegis Bracer-(Original) A device discovered during Lorenor's trip to Haidia. This device attached itself to Lorenor's right arm and consumed it all together. It now replaces his forearm. The device functions exactly as a hand. With its latent archaic power, Lorenor is able to summon an aegis shield. This can be used to block hits as stipulated during the quest it was obtained.
Eventually it will grow more powerful. The Bracer of the Aegis can block two low-impact hits or one medium-impact hit before it shatters. It can be used three times a night, but not in a rapid succession. Is a part of Lorenor.
Level 5-Having become much stronger, Lorenor's primary defensive measure is now more powerful. Once a steel masterwork device, the device has now upgraded to the level of plynt. The summoned shield can now effectively withstand two powerful hits, four low impact hits, and two medium impact hits before a single shield shatters and must be called again. The shield takes a full turn to call. Lorenor can now call the shield three times per day.
Level 6-No Change.
Level 7-Now, the Aegis Bracer has mutated yet again to the level plynt masterwork. It still retains all previous molecular enhancements. The summoned shield can now effectively withstand two powerful strikes, five low impact hits, and two moderate-medium hits. Lorenor can now call the shield five times per day. (Will Keep)
Edits-For the record, the Aegis -can't- be fired off back to back. I'm adding a Cool-Down period of an hour between each casting just to be fair with this. As far as I know I've never abused this ability and will not abuse it. I put down the Plynt, I made it 2/5/2/5 times per day. Is that okay dude?
Plasma Discharge Gun-A gift received by the Golems. This weapon functions just like a wand. Stipulations are linked above in the appropriate spoils section listed. (However, due to power limitations of the gun itself and the comparable force it produces, the strike surface and kinetic force will be no more than a light punch. Effective Range of only 10 yards. You may have this reviewed by the RoG for power output upgrades.) Cannot be sold.
Level 4-Effective range of 11 yards. Now strikes with the force of well timed blow. It strikes with the kinetic force of a steel sword strike.
Level 5-Effective range of 12 yards. Now strikes with the force of a sword strike. The blast can be summoned as either a radial attack or a projectile attack. The blast now has the kinetic force of plynt sword strike.
Level 6-No change.
Level 7-Effective range of 20 yards. Now strikes with the force of a masterwork sword strike. The blast can be summoned as either a radial attack or a projectile attack. The blast now has the kinetic force of a Damascus sword strike. (Will Keep)
Edits-Mythril lowered to Damascus as per request.
The Necronomicon-(Original)
The Necronomicon. Now Lorenor has completed the entire three volume series of books and is well on his way to becoming a devout follower of N'Jal.
With the three books in his possession, Lorenor can take his religious fanaticism to new heights and obtain powers from the codex that he thought was previously unobtainable.
For now, the books serve as a religious guide to Lorenor and offer him the daily rites and and prayers he needs to strengthen his relationship with N'Jal. As he acquires knowledge of the books, he will obtain its secrets, and thusly, new powers down the road. The books function as a codex of knowledge and have a series of secrets within its pages that are meant for only the most loyal of Spider Magi.
The first volume of three masterwork tomes written long ago by unknown authors. These tomes were meant for the followers of N’Jal. Bizarre funerals rites, incantations, invocations, and other sorts of rites dedicated to the teachings of N’Jal lurk within the pages of the Necronomicon. By themselves, each tome posses unique knowledge about the Thayne known as N’Jal. They also posses knowledge based on the All-Thayne and the rest of the Thaynehood. Owning the Necronomicon makes the host of the books an extremely dangerous individual. The Inquisition marks each owner of the Necronomicon as a hated enemy. Thusly, owning the books carries with it a certain amount of privileges and risks.
A mysterious tome written by the followers of N'Jal that is part of a three book series. The book has many incantations, rituals, and rites written by the followers of N'Jal for the followers of N'Jal. To obtain the secrets stored within the text, followers must first learn how to decipher the N'Jallian text stored within. The book is extremely valuable and not sellable. The text is a masterwork volume written in human blood and made from human flesh. ((Props to Evil Dead right there))
Used so far: Lorenor (http://www.althanas.com/world/showthread.php?t=18775) called forth one of the many Fell Beasts etched upon the pages of the Necronomicon. The Fell Beast was a true blight to behold and a dark incarnation of Lorenor's psyche. P'laatlephola Rhu'ithothat was the name of the summon used to help assist in the razing of an entire township named Selkia Surak. The summon never directly involved itself in the battle between Lorenor and Nwalmaer serving as more of a distraction. Note: Indirect Ability. Lorenor can only call this beast once per thread, and each summon requires a certain number of fresh sacrifices. Appeasing the summon is crucial to the act of summoning. This thread is a Quest Ability primarily, and can only be used in Battle threads with the permission of the opponent(s) in question.
Level 7-Revealing its true purpose to Lorenor, the dread books of the Necronomicon have begun to unravel their mysteries. Hidden within those pages are the secrets of the Spider Magi, and thusly, Lorenor has managed to unlock one Fell Summon. (See above text) There will be more in due time as the mutant uncovers his path to Priesthood as a Spider Magi. Insofar as any other mysteries goes, Lorenor has not yet learned any new matters about the book. However, Lorenor can now read the text of the Spider Magi effective. He can also write, and speak Spider-Magi fluently. (Note: Will Keep)
*Skill/Ability Sheet-
(New) Reality Walker-Reality Walker-In certain situations, the mutant can travel between the three levels of reality. Firmanent, Antifirmanent, and Phantaria. Through Phantaria, Lorenor may access any point of Althanas by walking through one of its gates. A single gate maybe connected to any one region in Althanas, including other realities, other time periods, other timelines. All that is needed is a single pair of doors connecting to points together across space and time. For now, this is purely a questing ability. In the Antifirmanent, Lorenor can affect certain changes in the Firmanent. Currently, Lorenor can only effect ONE change per thread. He can only walk reality once at will. Reality Walker is a form of projecting his astral self into the Antifirmanent, but with extreme concentration, he can enter the Antifirmanent at will. Both the Firmanent and the Antifirmanent exact their own levels of prices upon use of this ability. This is purely an aesthetic ability and cannot be used to evade any incoming attacks. Large changes in a quest must be used with permission from the GM. This ability is at level 0 and will grow bit by bit. For now, Lorenor can only travel from the Firmanent to the Antifirmanent, or from either of those planes to Phantaria. Sometimes, Lorenor can end up in either of those three planes of existence against his will.
Except for the Firmanent in that situation. With the Antifirmanent and Phantaria, certain organisms living inside those planes can pull Lorenor directly into them without trigger or concentration. In these cases, the organisms would have some sort of a task for Lorenor to complete before they allow him to escape their influence. For now, Reality Walk requires extreme concentration to maintain and he cannot take other people with him. Currently when speaking about Phantaria, time travel is locked.
The N'Jal Protocol-
Strength-Lorenor now has earned three times the strength of the average human being. Combined with the Horns of Power, the effects of Strength are stackable. (Locked until level 8)
Endurance-Lorenor has now earned four times the endurance of the average human being. (Locked until level 8)
Intellect-Lorenor is now three times smarter than the average human being. (Locked until level 8)
Reflexes-Lorenor can now react with three times the reflexes of the average human being. (Locked until level 8)
Speed-Lorenor can now run, on land, at about 80 MPH's. (Locked until level 8)
Regeneration-Basic injuries heal instantly. Moderate injuries heal within a matter of twenty minutes. Heavy injury heal within a matter of two-three hours. Lethal injuries require three-four days. Deaths remain the same. Lost limbs (Except in the case of items like the Aegis Bracer) require at least a day of regeneration time. (Moderator note: The Regeneration Ability is now capped.) (Locked until level 8)
Swordplay-Lorenor is now Highly Skilled with the Blade. Two-handed Weapons are now easier to wield in general. (Keeping Swordplay)
Auspex-Lorenor can now sense things within a thirty foot sphere. No other changes have occurred since the last Ability upgrade. (Keeping Auspex)
Unarmed Combat-Lorenor is now Highly Skilled with Unarmed Combat. When he has reached the Master Status, he will be able to construct his own fighting style. (Locked until level 8)
The Endless-No change.
Technovirus-No change.
Familiar-No change.
(Finally hit it. This is a big one. I apologize for the length)
The legacy so far...
Genome 6 (http://www.althanas.com/world/showthread.php?t=18656)
Genome 5 (http://www.althanas.com/world/showthread.php?t=16744)
Genome 4 (http://www.althanas.com/world/showthread.php?t=11560)
Genome 3 (http://www.althanas.com/world/showthread.php?t=11278)
Genome 2 (http://www.althanas.com/world/showthread.php?t=9859)
Genome 1 (http://www.althanas.com/world/showthread.php?t=8671)
Genome 0 (http://www.althanas.com/world/showthread.php?t=5378)
***
*Appearance-After a recent adventure, Lorenor is no longer the ghoul of old. Now, he has reached a certain level of maturity. Insofar as ghouls go, Lorenor has very dark gray skin. His face is a menacing image to behold as his eyes are deeply inset orbs of energy. The energy constantly flares outwards sinking his face in a darkness. This energy phenomenon is a physical manifestation of Lorenor's dark soul. To look upon Lorenor is to see darkness incarnate. Lorenor's face no longer bares the scars of yore. Instead, he has a series of slits on his face that function similarly to gills. Also, his maxilla extends to strange lengths and angles as he consumes fallen victims. Lorenor dresses in native Salvarn attire, usually very modern in appearance, and chic. He almost always wears a thick hide cloak that is a common accessory for the Salvarns. He'll wear this cloak even during 100-degree weather. No longer, is his clothing emblazoned with the markings of the Red Hand. Instead, they bear the Salvarn national markings, and also, they bare the markings of the Corone Armed Forces.
*Psychological Profile-Now having secured his own fate, and perhaps the fate of all of Althanas, Lorenor has become the prophesied villain in many legendary manuscripts. Fiercely devoted to the Thayne known as the N'Jal Protocol, Lorenor is privy to something called The Word. With The Word of N'Jal at his disposal, Lorenor now has the tools to smite his enemies with all the fury of the dark lady. All around Lorenor, a cult devoted to the worship of N'Jal has sprung up. Cultists are currently springing up all over Althanas. They have been sighted in Raiaera, Corone, Salvar, and Dheathain and are extremely dangerous. Lorenor has some leadership capacity to organize the cultists in some degree. (Explained below)
*Information Sheet-
Name: Lord Lorenor V'halkulus
Age: (Big jump here) 100
Gender: Man
Hair: Black
Eyes: Purple glow
Race: Spider Magi
Occupation: Spider Magi/Priest of the Cult of N'Jal/Blacksmith/Industrialist/Member of the 103rd Legion
Alignment: Lawful Evil
*History-
The Story so far-
*Level 7 (New/Current)-
The Althanas Invitational (http://www.althanas.com/world/showthread.php?t=18192&page=2) has come and gone. Lorenor was sighted with his partner MetalDrago for a brief interlude in Salvar. The interaction in the tournament revealed only a taste of things that were boiling beneath the surface of matters. Calling themselves the Paladins of N'Jal, the pair boldly took up the mantle of the dark lady and laughed in the face of their oppressors. Without fear, the two warriors faced the unknown and prepared for war. Mysteriously, on the eve of ultimate triumph, Lorenor vanished and MetalDrago was forced to participate in the tournament alone.
What mysterious cause forced the mutant to completely vanish all together? What game were the Thayne playing with the future of Althanas? Who were the pawns, and who were the chess masters? Lorenor resurfaced a time later. He has not chosen to disclose his whereabouts during the tournament, but rather, has moved on with his life and prepares for future battles at the will of the dark lady.
***
The past revealed (http://www.althanas.com/world/showthread.php?t=6918). A brief glimpse into Lorenor's mysterious past was revealed quite suddenly. Foretold from the point of view of a younger Lorenor, the mutant's Haidian story was now brought to light. An epic struggle that revealed the dazzling culture of Haidia's vampire nation, Lorenor would remember a bit more bout the past. But what would be the price?
***
Traveling to the Citadel to acquire more practical combat knowledge, Lorenor met a woman Magi named Veatrix Bane. The two had an intense duel. Releasing the full force of her powers against her weaker opponent, the mutant was out-gunned and out-classed by the skilled Magi. Adapting to the role of survivor, Lorenor managed to last longer than anticipated. During the course of the match-up, Lorenor encountered a mysterious race that interacted with him in a friendly sort of fashion. Only Lorenor could see this race. In the Antifirmanent, several creatures moved to attack Veatrix Bane and Lorenor reacted, uncharacteristically and unpredictably, by saving her life. The Battle Scrolls (http://www.althanas.com/world/showthread.php?t=18907) may be read here.
***
After his first match-up against Veatrix Bane, the mutant sought to further improve his refined combat training. He enlisted the aid of the Monks once again, and they willingly obliged for a cost. Lorenor was soon sent to spar against another female opponent, a nun named Ailnea. In the setting, the mutant was introduced to a Dark Place which was darker than any of the caverns of Haidia with darker beings still. Lorenor's mind felt many presences in the living darkness of that place, but he dared not interfere with any of their plans. Ailnea bravely staved off the mutant's advances for a time, but she fell predictably. The Battle Scrolls (http://www.althanas.com/world/showthread.php?t=19066) may be read here. Soon after the battle, the two warriors became closely bonded allies.
***
After a return to the Dajas Pagoda (http://www.althanas.com/world/showthread.php?t=18903), Lorenor encountered the mysterious Pagoda warrior named Ethan. Previously captured by the Knights of Dawn, an organization that serves the Thayne as brutal Paladins, Lorenor was brutally tortured before the battle. Not given up any critical intel about the Red Hand, the mutant was tossed to fight in the Dajas Pagoda for his freedom. An intense duel broke out with both warriors fighting viciously to defeat the other, but in the end, it was Lorenor who emerged victorious over Ethan.
The battle ended with a bloody mess after a desperate Lorenor went to any lengths to defeat his opponent. Ultimately, he feasted upon the bloodied corpse of Ethan as the Knights of Dawn emerged from the dark. Preparing to claim his freedom, the ultimate reward he was given was death.
***
A tip to the fledgling town of Mosil-Z'sarug lead the Forsaken, Lorenor's brothers and sisters, from Raiaera to a nameless town in Corone. One of many. The tip stipulated that an ancient artifact held in one of the vaults in the township was critical to the workings of N'Jal. Desiring the object, the mutant put together a raiding party of skilled individuals and stalked the night towards the town. The trip was long and arduous but seemingly worth it. After preparing on a hill nearby to the town, the mutant called forth one of the Necronomicon's fell summons. The rite was taxing but worth it. The dread beast began to raze the village and alarm the guards that an attack was imminent. Under the cover of fire, the Forsaken entered the village.
With the village effectively under siege, Corone was now under attack. The mutant made his way towards the vault, but another party intervened. A strange mutant-like creature approached the scene and challenged the mutant to a death-duel. Lorenor accepted the call on the presumption of victory. Fighting viciously against the bastard creation now before him, the two fought savagely. Each one attempted to best the other, and just when victory seemed to be close at hand, the mutant was bested by the oldest trick in the book. The other mutant cheated. Burned alive, Lorenor went missing for a time and was simply one of the nameless victims of that night's horrible razing attack.
The Forsaken had made their presence presence (http://www.althanas.com/world/showthread.php?t=18775) known.
***
At the command of the N'Jal Protocol, the mutant embarked on yet another mission. Achieving a stage of religious fanaticism, Lorenor could now understand The Word of N'Jal. Obtaining the next task, Lorenor was to build a glorious weapon to honor the dark lady. In the name of N'Jal, he set out in this task to complete what needed to be done. So, Lorenor had put together a plan for the sword. It would be built in the image of N'Jal, and fueled with the powers of the Living Dark. Once he'd completed the task necessary for the completion of the blade, the mutant underwent an incredible change and realized his true role as a Demi-Thayne of Althanas. The transaction with the bazaar merchants can be found here (http://www.althanas.com/world/showthread.php?t=18897).
*Inventory-
(Links to the goods)
Blade of N'Jal-Link is here (http://www.althanas.com/world/showthread.php?t=18897).
Enchanted Sword & Masterwork Crossbow-Link is here (http://www.althanas.com/world/showthread.php?t=16745).
Flamethirst-Link is here (http://www.althanas.com/world/showthread.php?t=16741).
Alchemy Codex-Link is here (http://www.althanas.com/world/showthread.php?t=10551&page=4).
Prevalida Dagger-Link is here (http://www.althanas.com/world/showthread.php?t=16821).
Enchanted Wind Charm-Link is here (http://www.althanas.com/world/showthread.php?t=9553).
Fire Crystal-Link is here (http://www.althanas.com/world/showthread.php?t=16360).
Pair of Mythril Daggers-Link is here (http://www.althanas.com/world/showthread.php?t=5938&page=7).
The Horns of Power-Link is here (http://www.althanas.com/world/showthread.php?t=5938&page=7).
Antioch Tomes and Documents-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
Argus' Necklace-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
Argus' Ring-Link is here (http://www.althanas.com/world/showthread.php?t=6504&page=6).
N'Jal Talisman-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
Ornate Cathedral Dagger-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
Senchen's Longsword-Link is here. (http://www.althanas.com/world/showthread.php?t=8257&page=4)
Ring of All Shadows-Link is here. (http://www.althanas.com/world/showthread.php?t=8530&page=5)
Aegis Bracer-Link is here. (http://www.althanas.com/world/showthread.php?t=6615&page=2)
Blood Stone-Link is here. (http://www.althanas.com/world/showthread.php?t=6615&page=2)
Data Cube-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Plasma Discharge Gun-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Universal Anti-Sunlight Uniform-Link is here. (http://www.althanas.com/world/showthread.php?t=6461&page=2)
Mysterious Stone-Link is here. (http://www.althanas.com/world/showthread.php?t=7300&page=2)
The Necronomicon-Note: I had a little confusion about where I got the books in due to the order the quests were completed on. I am correcting that confusion. In previous level up threads, I listed book 1 twice, I believe that was the mistake I made.
Book 1-Link is here. (http://www.althanas.com/world/showthread.php?t=5938&page=7)
Book 2-Link is here. (http://www.althanas.com/world/showthread.php?t=6504&page=6)
Book 3-Link is here. (http://www.althanas.com/world/showthread.php?t=5926&page=4)
(There hopefully that clears up any confusion. I messed up the order of the first two books because the first book is actually acquired in Lorenor's past)
(Descriptions/Upgrades)
(Updates in bold)
*Alex's Wind Charm-(Original) Counts as a Wand. A charm blessed with the elemental powers of Wind. Can summon three small bursts of wind lances a day. Power is equivalent to an iron sword.
Level 7-Counts as a Wand. Can summon four medium-sized bursts of wind lances a day. Power is equivalent to a plynt sword. (Locked until level 8)
*The Horns of Power-(Original) A helmet of unknown, masterwork quality. The device was used by the goblin horde as a sign of rank and file for goblin leadership. Intricately connected to the dark powers of N’Jal the helmet was said to grant the bearer supernatural strength that grew in time. When passed to a new host, the helmet was said to synchronize with the new bearer and develop a sort of symbiosis with it. The bearer develops two times the normal strength output for an average human. This applies to force of swings and max carrying capacity. This also applies to the max lifting and press of dead weight. The bearer can press twice his max body weight. The helmet currently has three charges a day. The horns are made of plynt.
Level 6-No change.
Level 7-Now, over time, the Horns of Power have evolved as Lorenor has evolved. Lorenor is now blessed with a Strength bonus that makes him three times stronger than the average human being. This effect is stackable with Lorenor's normal Strength Ability. (See below) (Locked until Level 8)
Argus' Necklace-(Original) A necklace made out of pure gold that is enchanted with the markings of a Necromancer. Twice a day, Lorenor may use the powers of the amulet to call a Zombie familiar. The Zombie counts as a weak enemy with basic statistical data. However, since it is summoned from Lorenor himself the zombie retains some of the characteristics from the would be Necromancer. It is able to bite and pass on the zombie disease to individuals that it comes across. The individuals must be living and must be some sort of humanoid in nature. The control Lorenor has over the zombie is minute to say the least but will one day grow with time and studies. Eventually, he will be able to summon powerful zombie warriors to his aide.
Level 6-No Change.
Level 7-Four times a day, Lorenor may use the powers of the amulet to call a Zombie Familiar. The zombie counts as a strong enemy with moderate statistical data. Each summoned zombie retains some of Lorenor's powers. Can only work to call forth humanoid corpses. Currently, Lorenor has acquired Average control over the zombie minions. Each zombie called has the racial weaknesses of holy powers and any other traditional zombie style weaknesses. Zombies may bite other NPC's and infect them with zombieism. Note: Lorenor is not in control of NPC's transformed in this fashion. (Locked until Level 8)
Argus' Ring-(Original)Also enchanted with a spell. The ring allows Lorenor to fly for a brief amount of time. He can only use this ring once per thread for the time being. Flying in this fashion exerts Lorenor a lot and drains considerable energy. The more weight he has on his person, the more rapidly he is drained as well. It is a gold ring that is well encrusted in the center with a magnificent piece in the middle made of obsidian jewels. Masterwork jewelry in quality.((Not sellable))
Ring Notes: The ring must be activated and can only be (So far) activated once per thread. The ring allows Lorenor to fly at will for the rest of the thread, or as stipulated by an ROG Mod. ((To put on limits requested by Shyam))
Edits: 5 minutes at 20 mph for now, 1 minute and 5 mph shaved off for every 50 pounds of stuff he's carrying. The further he pushes himself in the beginning the more exhausted he gets. Flying takes a lot of effort and he can only fly once per thread for the time being.
Level 6-No change.
Level 7-10 minutes at 20 mph. He can use Flight twice during a thread. (Note: I just wanted to update the time he can spend in flight, I'm fine with the speed) (Locked until level 8)
N'Jal Talisman-(Original) An amulet necklace encrusted with pure gold and of Masterwork quality. It was forged with the secret arts of the Spider Magi and imbued with the powers of the Spider Magi. The necklace has the mysterious symbols of the Spider Magi written upon the amulet's pendant section meant to invoke some of the powers of the Spider Magi. With a carefully spoken incantation, (The written verse etched upon the surface of the pendant) thrice a day, Lorenor may conjure a cloud of venomous poison that can cause some sickness to an individual. The poison cloud is considered as a blight of infectious substance.
The cloud is roughly a foot across in diameter, and not very potent for the time being. For right now, the poison cloud merely causes weak reactions against an opponent such as stinging the eyes, irritating the skin, and causing stomach aches and headaches. The infections are not permanent, but take a while to dilute. It takes a full turn for Lorenor to conjure up this venomous cloud. ((Extremely valuable, not sellable))
Level 5-The cloud is now two feet in diameter. The poison cloud is now capable of causing dangerous reactions upon contact. The cloud has been upgraded to that of a neural toxin. It cannot yet kill. Lorenor has the ability to call this dangerous cloud twice a day. It simply remains in the area until it is dispelled or dilutes on its own after a few days.
Level 6-No change.
Level 7-The cloud is now three feet in diameter. The poison cloud is now capable of causing lethal reactions upon contact. It can now kill within a matter of twelve hours. Lorenor can call the cloud two times a day. It simply remains in the area until it is dispelled or dilutes on its own after a few days.
Notes: All right here we go. I made the following changes: I am keeping the lethal effect. I added a duration time (For deaths) of approximately twelve hours. Note: A victim must be -physically- exposed to the cloud and be within it to gain the negative effects of the cloud. It can be easily avoided since it stays in one area until it is dispelled.
Ring of All Shadows-(Original) The Ring of All Shadows. A ring made of pure obsidian. This ring was long ago crafted by the Wood Elves of Concordia. The ring will imbue the host with a terrible darkness. It is a living entity. Functioning just like a wand, the ring can fire off 3 small bursts of dark energies upon a single target. Eventually, these terrible bursts of energies will become stronger. They can cause minor burns upon a target. Or push a target back.
The ring also generations darkness and Lorenor may use it, optionally, to recharge his own energies if he's lost them somehow. Using the ring in that fashion nullifies his 3 blasts for the day as it takes considerable amounts of energy to recharge.
Level 5-Lorenor can now call forth five of these dark energy bolts. Their strength has increased and the blasts now have the same destructive force as Iron.
Level 6-No change.
Level 7-Lorenor can now call forth five of these dark-energy bolts. They manifest as a stream of entities running quickly through time and space to consume the living. Their destructive force is now the same as Plynt.
Notes: I use the metal-tier system as I've always assumed that the metals in Althanas are potentially more destructive than any other material. Also, the strength of behind each attack are based almost strictly on Lorenor's stats and powers. If I need to clarify that further let me know. I assumed it was obvious that these energetic attacks were based upon Lorenor's own power. But if we need to work out a strength system of sorts, I will talk to you on AIM about it.
Aegis Bracer-(Original) A device discovered during Lorenor's trip to Haidia. This device attached itself to Lorenor's right arm and consumed it all together. It now replaces his forearm. The device functions exactly as a hand. With its latent archaic power, Lorenor is able to summon an aegis shield. This can be used to block hits as stipulated during the quest it was obtained.
Eventually it will grow more powerful. The Bracer of the Aegis can block two low-impact hits or one medium-impact hit before it shatters. It can be used three times a night, but not in a rapid succession. Is a part of Lorenor.
Level 5-Having become much stronger, Lorenor's primary defensive measure is now more powerful. Once a steel masterwork device, the device has now upgraded to the level of plynt. The summoned shield can now effectively withstand two powerful hits, four low impact hits, and two medium impact hits before a single shield shatters and must be called again. The shield takes a full turn to call. Lorenor can now call the shield three times per day.
Level 6-No Change.
Level 7-Now, the Aegis Bracer has mutated yet again to the level plynt masterwork. It still retains all previous molecular enhancements. The summoned shield can now effectively withstand two powerful strikes, five low impact hits, and two moderate-medium hits. Lorenor can now call the shield five times per day. (Will Keep)
Edits-For the record, the Aegis -can't- be fired off back to back. I'm adding a Cool-Down period of an hour between each casting just to be fair with this. As far as I know I've never abused this ability and will not abuse it. I put down the Plynt, I made it 2/5/2/5 times per day. Is that okay dude?
Plasma Discharge Gun-A gift received by the Golems. This weapon functions just like a wand. Stipulations are linked above in the appropriate spoils section listed. (However, due to power limitations of the gun itself and the comparable force it produces, the strike surface and kinetic force will be no more than a light punch. Effective Range of only 10 yards. You may have this reviewed by the RoG for power output upgrades.) Cannot be sold.
Level 4-Effective range of 11 yards. Now strikes with the force of well timed blow. It strikes with the kinetic force of a steel sword strike.
Level 5-Effective range of 12 yards. Now strikes with the force of a sword strike. The blast can be summoned as either a radial attack or a projectile attack. The blast now has the kinetic force of plynt sword strike.
Level 6-No change.
Level 7-Effective range of 20 yards. Now strikes with the force of a masterwork sword strike. The blast can be summoned as either a radial attack or a projectile attack. The blast now has the kinetic force of a Damascus sword strike. (Will Keep)
Edits-Mythril lowered to Damascus as per request.
The Necronomicon-(Original)
The Necronomicon. Now Lorenor has completed the entire three volume series of books and is well on his way to becoming a devout follower of N'Jal.
With the three books in his possession, Lorenor can take his religious fanaticism to new heights and obtain powers from the codex that he thought was previously unobtainable.
For now, the books serve as a religious guide to Lorenor and offer him the daily rites and and prayers he needs to strengthen his relationship with N'Jal. As he acquires knowledge of the books, he will obtain its secrets, and thusly, new powers down the road. The books function as a codex of knowledge and have a series of secrets within its pages that are meant for only the most loyal of Spider Magi.
The first volume of three masterwork tomes written long ago by unknown authors. These tomes were meant for the followers of N’Jal. Bizarre funerals rites, incantations, invocations, and other sorts of rites dedicated to the teachings of N’Jal lurk within the pages of the Necronomicon. By themselves, each tome posses unique knowledge about the Thayne known as N’Jal. They also posses knowledge based on the All-Thayne and the rest of the Thaynehood. Owning the Necronomicon makes the host of the books an extremely dangerous individual. The Inquisition marks each owner of the Necronomicon as a hated enemy. Thusly, owning the books carries with it a certain amount of privileges and risks.
A mysterious tome written by the followers of N'Jal that is part of a three book series. The book has many incantations, rituals, and rites written by the followers of N'Jal for the followers of N'Jal. To obtain the secrets stored within the text, followers must first learn how to decipher the N'Jallian text stored within. The book is extremely valuable and not sellable. The text is a masterwork volume written in human blood and made from human flesh. ((Props to Evil Dead right there))
Used so far: Lorenor (http://www.althanas.com/world/showthread.php?t=18775) called forth one of the many Fell Beasts etched upon the pages of the Necronomicon. The Fell Beast was a true blight to behold and a dark incarnation of Lorenor's psyche. P'laatlephola Rhu'ithothat was the name of the summon used to help assist in the razing of an entire township named Selkia Surak. The summon never directly involved itself in the battle between Lorenor and Nwalmaer serving as more of a distraction. Note: Indirect Ability. Lorenor can only call this beast once per thread, and each summon requires a certain number of fresh sacrifices. Appeasing the summon is crucial to the act of summoning. This thread is a Quest Ability primarily, and can only be used in Battle threads with the permission of the opponent(s) in question.
Level 7-Revealing its true purpose to Lorenor, the dread books of the Necronomicon have begun to unravel their mysteries. Hidden within those pages are the secrets of the Spider Magi, and thusly, Lorenor has managed to unlock one Fell Summon. (See above text) There will be more in due time as the mutant uncovers his path to Priesthood as a Spider Magi. Insofar as any other mysteries goes, Lorenor has not yet learned any new matters about the book. However, Lorenor can now read the text of the Spider Magi effective. He can also write, and speak Spider-Magi fluently. (Note: Will Keep)
*Skill/Ability Sheet-
(New) Reality Walker-Reality Walker-In certain situations, the mutant can travel between the three levels of reality. Firmanent, Antifirmanent, and Phantaria. Through Phantaria, Lorenor may access any point of Althanas by walking through one of its gates. A single gate maybe connected to any one region in Althanas, including other realities, other time periods, other timelines. All that is needed is a single pair of doors connecting to points together across space and time. For now, this is purely a questing ability. In the Antifirmanent, Lorenor can affect certain changes in the Firmanent. Currently, Lorenor can only effect ONE change per thread. He can only walk reality once at will. Reality Walker is a form of projecting his astral self into the Antifirmanent, but with extreme concentration, he can enter the Antifirmanent at will. Both the Firmanent and the Antifirmanent exact their own levels of prices upon use of this ability. This is purely an aesthetic ability and cannot be used to evade any incoming attacks. Large changes in a quest must be used with permission from the GM. This ability is at level 0 and will grow bit by bit. For now, Lorenor can only travel from the Firmanent to the Antifirmanent, or from either of those planes to Phantaria. Sometimes, Lorenor can end up in either of those three planes of existence against his will.
Except for the Firmanent in that situation. With the Antifirmanent and Phantaria, certain organisms living inside those planes can pull Lorenor directly into them without trigger or concentration. In these cases, the organisms would have some sort of a task for Lorenor to complete before they allow him to escape their influence. For now, Reality Walk requires extreme concentration to maintain and he cannot take other people with him. Currently when speaking about Phantaria, time travel is locked.
The N'Jal Protocol-
Strength-Lorenor now has earned three times the strength of the average human being. Combined with the Horns of Power, the effects of Strength are stackable. (Locked until level 8)
Endurance-Lorenor has now earned four times the endurance of the average human being. (Locked until level 8)
Intellect-Lorenor is now three times smarter than the average human being. (Locked until level 8)
Reflexes-Lorenor can now react with three times the reflexes of the average human being. (Locked until level 8)
Speed-Lorenor can now run, on land, at about 80 MPH's. (Locked until level 8)
Regeneration-Basic injuries heal instantly. Moderate injuries heal within a matter of twenty minutes. Heavy injury heal within a matter of two-three hours. Lethal injuries require three-four days. Deaths remain the same. Lost limbs (Except in the case of items like the Aegis Bracer) require at least a day of regeneration time. (Moderator note: The Regeneration Ability is now capped.) (Locked until level 8)
Swordplay-Lorenor is now Highly Skilled with the Blade. Two-handed Weapons are now easier to wield in general. (Keeping Swordplay)
Auspex-Lorenor can now sense things within a thirty foot sphere. No other changes have occurred since the last Ability upgrade. (Keeping Auspex)
Unarmed Combat-Lorenor is now Highly Skilled with Unarmed Combat. When he has reached the Master Status, he will be able to construct his own fighting style. (Locked until level 8)
The Endless-No change.
Technovirus-No change.
Familiar-No change.